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Topics - FreyaMaluk

#1
Ideas / More Options for the "Mod" in-game menu
February 01, 2017, 04:38:13 PM
First of all, I really like that this game has sooo many mods... This is essentially good, but the options in the in-game "mod" menu make this pretty good feature to work as a disadvantage, unfortunately.

Here some suggestions to improve the experience:

- create "move up" and "move down" buttons: this feature can save a lot of time and also make possible to test for compatibility.

- add a "search mod" option: if you are subscribed to more than 20 mods, you'll have a hard time looking for the next mod on the list. It'll be really cool if you could just type the mods name or the initial mod's name and you could just click on it...

- add an "insert here" or "add here," "add/insert before this mod," and "add/insert after this mod" buttons that are fully compatible with the "search mod" option. My idea is more or less that you can select the place you want the mod to be added and have an option saying "insert after/before this mod" and then you can open the "search mod" option and select the mod you are looking for.

Ok... those were my two cents on that topic :)

I hope this can make it into the game, or at least become a mod..

#2
Can someone tell me which animals eat eggs and milk?? This is not explained in the character info.
Do capybaras drink milk or eggs?
Do cows or capybaras eat eggs?

Before you all answer this. I do how to restrict animals in different areas. the problem is I don't have the space for it, nor the power to keep many rooms warm enough. My base has an indoors animal area  (Sea Ice Base). I have two cows and 4 capybaras.
I'm not quite sure if the capybaras can drink the milk in case of no kibble around and I'm trying to get a a chicken or two, well more like praying a trader will drop by and have them in stock (too many wishes, I know xD). The point is: I don't have much space (one 4x4 animal area).
Can I keep the chickens there without the danger the cows and capybaras will eat the eggs? and same case for the milk? Do cabybaras and chickens drink it?
I wish you could just manage animal diets in the game...

Edit
I made a little experiment... made a hard save and let my  animals starve... wanted to test the capybaras if they would consume the milk.... and I can happily report that capybaras would rather starve before drinking milk :)
#3
I don't think this is a particularly good executed idea in the game. It makes no sense that people living in Rimworld would care so much about wearing clothing from people limbs destroyed, bleeding out, but not yet dead, but they do care immensely if the clothing belonged to the guy who died from hypothermia. The "tattered apparel" mood debuff is already there to ensure you can use those clothes for that long, so I don't see the point in having such a mood penalty at all.
I also find wrong taking the selling factor directly out of the equation. Those clothes are heavily damaged and I do get that the bloodstains won't get that easily. Besides, economy could rise too soon too fast and completely destroyed your colony.
My proposal is as follows: Keep the selling value, but allow people to either gain the materials back (reverse engineering) or just make the penalty to be temporary. After a week you shouldn't care much about that particular piece of clothing.
#4
Ideas / Trade beacon really needs to be ploppable
January 21, 2017, 10:16:15 AM
It's just a huuuuuuuugeeee aanoyance that this simple artifact needs to be deconstructed time and time again... This is not a complex artifact, it emits radiotransmissions. Not rocket science. It's like a radio (and radios are portable), so I don't get the purpose behind making this thingy stationary. In challenging maps like sea ice, where materials are scarce and deconstructing is a must, this really takes the extra patience remaining in me.
I now there are mods for that, but it makes no sense that this is not in vanilla.
#5
This is Rimlogic at its best xD, but seriously I would love that @Tynan could take a look at those values. It makes little sense that domesticated wolves, which are stronger than dogs, are penalized with less carrying capacity.

#6
When my caravans are attacked and I manage to down some of the raiders, I just wish there was a way to just capture them without having to build a hut or something with prisoner beds.
I just wanna live the dream of a perfectly mobile slaver caravan with a beautiful display of prisoners for sale and the chance of capturing downed caravan raiders on the fly.  ;)
With shackles immediate capture will be a reality. If you are a slaver nomadic caravaneer and if you are under attack you could just concentrate in your imminent attack knowing that your prisoners/slaves are restrained.
Pleeeaaase can someone make this mod real for me???
I'm a potato when it comes to coding in general  :'(
#7
The hauling system overall is pretty frustrating >:( at times in this amazing game!
The primary concept of my suggestion is already a mechanic present in the game...
If you want to make a "bill" at you production tables (for instance in the butchering table), you can see there is already a range that varies between 0 to 999 (no idea the measurement). The fact is that you can reduce or expand the radius of search and make your production way faster. With this simple change you can have individual stocking piles that do not intervene with each other.
My other suggestion, and actually my better suggestion I think, is introducing specific routes for every single stocking and dumping piles in case you need to. You need to draw the path and finally get your people get all those nasty chunks out of your base. It might be even better if you could mark a zone with items you want to collect and create a bill, for example marking an specific area. This could work with the way the game already works with bills, so you don't have to micromanage every single piece of chunk out of your base and you could have many single dropping/dumping piles without interfering with each other. When there are no more of the looked items you are looking for inside the designated area, the bill will be marked as completed (a notification should be showed, same as with all the bills in the game), unless you have configured this to be "do[ne]for ever."

So here, those were my five cents on that matter.... this could obviously work much better if we could have backpacks and carts/vehicles which are an absolute necessity in the game as it is right now. 

Hope these can make it to the game...

;)